Kappa (5e Creature)

From D&D Wiki

Revision as of 08:29, 10 July 2019 by Marasmusine (talk | contribs) (adjusting DC)
Jump to: navigation, search

Kappa

Small fey, lawful neutral (20%), chaotic neutral (60%), or chaotic evil (20%)


Armor Class 15 (natural armor)
Hit Points 40 (9d6 + 9)
Speed 25 ft., swim 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 12 (+1)

Skills Athletics +4, Perception +2, Stealth +4
Senses passive Perception 12
Languages Common, Sylvan
Challenge 4 (1,100 XP)


Hold Breath. The kappa can hold its breath for 25 minutes.

Nimble Escape. The kappa can take the Disengage or Hide action as a bonus action.

Pool of Life. If the kappa spills the water in its plate, the kappa is paralyzed until it is refilled. If the kappa suffers a critical hit or is knocked prone, it must succeed a Dexterity save. The DC equal to half the damage taken, or 10 if no damage was taken. On a failed save the kappa spills the water in its plate.

River Child. If the kappa is submerged in water, it regains 4 (1d8) hit points at the start of each of its turns.

Spellcasting. The kappa is a 6th level spellcaster. Its spellcasting abillity is Charisma. The kappa can cast faerie fire using a 1st level spell slot and knows the following sorcerer spells:

Cantrips (at will): dancing lights, minor illusion, prestidigitation, light, friends
1st level (4 slots): expeditious retreat, detect magic, charm person, color spray
2nd level (3 slots): detect thoughts, suggestion, invisibility
3rd level (3 slots): major image, dispel magic, counterspell

Underwater Camouflage. The kappa has advantage on Dexterity (Stealth checks made while underwater.

Wrestler. The kappa has advantage on Strength (Athletics) checks to initiate or escape a grapple and can make one as a bonus action.

ACTIONS

Multiattack. The kappa makes two attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Fey Connection. The kappa magically enters the Feywild from the Material Plane or vice versa.

Withdraw. The kappa withdraws its head and limbs into its shell. While the kappa is withdrawn, it has a +5 bonus to AC, but it cannot move or perform any actions, and can only see in front of it. The kappa may exit its shell as a bonus action.


Kappa 1583.JPG
A kappa by Dinomaster337

The river is a symbol of beauty and life. Its constant flow invites a feeling of calm and serenity. However, rivers are also dangerous and parents warn children of going to close to the river, not only because of drowning but also for the creatures that lie beneath the surface. One of the strangest by far, it is not wrong to call the kappa an enigma.

River Child. A kappa is a child-sized fey being, resembling a humanoid turtle. They have a powerful beak and a head of thin, wiry hair lining an indentation in the skull roof, which holds a pool of water. This pool on top of the kappa's head is sometimes regarded as the source of a kappa's supposed mystical powers. This notion is incorrect, but the pool is absolutely necessary for a kappa to go about its life; if the kappa is away from a water source, this indentation must have water in it at all times. If the water in the pool is spilled or removed, the kappa will enter a state of paralysis and become unable to move.
Kappa can be found in pretty much any fresh water system, be it rivers, lakes, etc. Kappa are said to smell like the fish of their local waterway, and they swim as well as they do. Kappa often stalk the local humanoid residence, with varying results. While the reactions of individual humanoids vary from kappa to kappa, they invariably despise horses and cattle and will take time to study the area then return to enact their attack.

Polite Pranksters. Kappa are common residents throughout the Feywild and are more likely to be unseelie than seelie, but more often they align themselves with the Innari and the kitsune. They respect their powerful magic and see the Innari as less of a political leader, but more as a parental figure. They know better than the kappa what power is and the kappa seek to learn from them. Needless to say, the feeling isn't mutual; kitsune treat kappa as second class citizens and are often reprimand and scold them for the pettiest of reasons, just on the principle of they know they can get away with it.
With such a high respect for kitsune, kappa seek to emulate them by causing "mischief" throughout the Feywild and the Mortal Plane with the innocents of such actions varying depending on alignment. The impact of this mischief range anywhere to harmless, if annoying pranks, such as passing gas loudly or peeping up the skirts of women, to seriously malevolent, such as drowning people, kidnapping children, raping women, and eating humanoid flesh.
While they seem like powerful opponents, the phrase "A kappa drowning in a river" implies that even experts make mistakes, and kappa are far from experts at trickery. As such there are some simple ways to stop them, without necessarily killing them; first, despite their pension for tomfoolery, kappa are obsessively polite and honor bound. Years of scolding from the kitsune has branded them with an obsessive compulsion to be courteous and return politeness. For example, one may easily trick a kappa by simply bowing; upon this happening, the kappa gains the sense that it must return the favor and bow, likely spilling the water in its cranial pool and paralyzing itself. Kappa are also obsessed with wrestling and will retreat upon losing a wrestling match to lick their wounded pride.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: